Maple syrup, hot sauce, raspberry flavor concentrate, and Italian dressing. It showed us brew the concoction in one of the earlier parts (forgot which).

We're on break for awhile, though. Putting this much effort into our Youtube series and the project was killing me. We broke 1k subscribers, though!

edit: Oops, I missed Savant's post. I appreciate the support. That is actually what we are trying to do with the engine. We tried to demonstrate that it can be used for more than just Elysian Shadows by making a few minigames in that episode.

Thank you very much. I really appreciate that. It's always nice to see people commenting and subscribing to our videos who are from the DC Scene.

That's still something that I am having issues with--raising awareness among the Dreamcast fans. Probably 95+% of our subscribers have nothing to do with the DC Scene. But I've also noticed that a few people have gone out and bought DCs wanting to become active in the scene after watching our videos.

That's still something that I am having issues with--raising awareness among the Dreamcast fans. Probably 95+% of our subscribers have nothing to do with the DC Scene. But I've also noticed that a few people have gone out and bought DCs wanting to become active in the scene after watching our videos.

I think your approach of catering to the general public is a good one. You get the attention you deserve right now, and at the same time introduce new people to the machine.

Since the (active) DC scene is so small, it doesn't take much to spread the word. Atm, the only people interested are us hardcore homebrew fanatics, but one single trailer with gameplay footage released a few months before the actual game's release can get a lot of attention among people interested in buying new commercial games.

Just stick to what you're doing. I will see that I can spread whatever news you'd come up with to the existing channels. At one point, when the game's nearing completion, the fire usually switches over to the bigger gaming sites as they really seem to enjoy covering 'that zombie console' in the news from time to time, likely because yesterday's Dreamcast fans are today's news scouts.

PS: It also might be a good idea to include both the PC and the Dreamcast version on the same CD - which AFAIK would be a first for a commercial release, and which probably would increase sales but definitely lower production costs.

PS: It also might be a good idea to include both the PC and the Dreamcast version on the same CD - which AFAIK would be a first for a commercial release, and which probably would increase sales but definitely lower production costs.

That's what I told him (and got fackue to do for the deviso). It surprised me that none of the big ones (that I've tried) do that. In fact, you can at the very least tri-boot with the NGCD. Don't know much about saturn/ps/whatever layouts but I'm sure a multidisc could be made to work on a lot of them jiggers (looking towards frog feast).

_________________"When you post fewer lines of text than your signature, consider not posting at all." - A Wise Man

PS: It also might be a good idea to include both the PC and the Dreamcast version on the same CD - which AFAIK would be a first for a commercial release, and which probably would increase sales but definitely lower production costs.

That's what I told him (and got fackue to do for the deviso). It surprised me that none of the big ones (that I've tried) do that. In fact, you can at the very least tri-boot with the NGCD. Don't know much about saturn/ps/whatever layouts but I'm sure a multidisc could be made to work on a lot of them jiggers (looking towards frog feast).

This is an idea I've been pushing for a long time (just ask the other former Screamcast guys ). There are so many ways this can be taken advantage of to do neat things it's a wonder it hasn't really been experimented with much.

If you do end up releasing such a disk, please don't forget to include the game making engine itself. That would be absolutely perfect for increasing awareness as to the depth of the work your team has done. If you're ever on IRC, hit me up. I have some ideas if you end up releasing the engine in such a way.

Huge project update, gentlemen. Here's the post from Youtube and the site:

Elysian Shadows Revolution: Episode 1 wrote:

You are probably asking yourself "What the hell happened here!??" Good. After more drama than an episode of LOST, Marcel (Level Editor) and Cypher (Music) have both quit the team (good riddance). Kendall (Engine), Pritam (Concepts/Pixel Art), and Thomas (Music) have all joined the party. We're back, and we're pissed.

First of all, this is not "The Adventures in Game Development Chapter 17." With all of the new blood on the team, we're determined to break new ground in computer science, engineering, art, music, and software development. We would like to concentrate on the development of Elysian Shadows rather than the development of a generic engine and editor as AiGD did. We are also trying to show the entire development process INCLUDING areas such as art and music from team members who aren't even in the same country.

Marcel (and his level editor) have been replaced by Alex (MarauderIIC). He began writing a new level editor from scratch a few weeks ago. It is being written in C# and has shown a significant amount of progress in a very short amount of time.

Kendall and Falco have ripped the entire ES Engine to shreds and have started a rewrite in order to accomodate a plethora of newly planned features for ES (rigid body physics and PSP port to name two). Kendall is currently working at a higher level on the engine itself. Falco is working at a lower level to create a multiplatform library "libGyro" capable of powering Elysian Shadows on the PC, Sega Dreamcast, and Sony Playstation Portable.

Pritam has been working his ass off to create concepts for every party member based on our storyline. It's a tough job, and just one character has taken dozens of iterations to tweak to perfection. Once the character concepts are complete, sprite creation can commence.

Thomas, our newest recruit, has been working on sound and audio production for a couple of weeks now. After presenting us with a demo that literally blew us away, we knew that we wanted him. He has been experimenting with fusing different kinds of sounds including orchestra, electronica, and elements of rock to create a unique atmosphere for Elysian Shadows.

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